﻿using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;

namespace ExtrudeGalaxy3d
{
    /// <summary>
    /// This is the main type for your game
    /// // MENU FEITOS PELO ANDRÉ , ATENÇÃO
    /// 
    ///    ARQUIVOS DE IMAGENS (FUNDO, CURSOR , BOTAO DE INCIAR, BOTAO DE VOLTAR
    ///    BOTAO DE CREDITOS, )
    ///    
    ///  SOM ( DOS MENUS , DO JOGO , )
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        
        TelaMenu tela_menu;
        TelaIniciarJogo tela_incialjogo;
        TelaCreditos telacredidos;

        MouseState mouse;






        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {
            // TODO: Add your initialization logic here

            base.Initialize();
            TelasdoJogo.status = TelasdoJogo.TelaJogo.TELA_MENU;
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            // Create a new SpriteBatch, which can be used to draw textures.
            spriteBatch = new SpriteBatch(GraphicsDevice);
            
            tela_incialjogo = new TelaIniciarJogo(this);
            telacredidos = new TelaCreditos(this);
            tela_menu = new TelaMenu(this);

            // TODO: use this.Content to load your game content here
        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();
            mouse = Mouse.GetState();

            if (TelasdoJogo.status == TelasdoJogo.TelaJogo.TELA_MENU)
                tela_menu.Update(gameTime, mouse);
            else if (TelasdoJogo.status == TelasdoJogo.TelaJogo.TELA_CREDITOS)
                telacredidos.Update(gameTime, mouse);
            else if (TelasdoJogo.status == TelasdoJogo.TelaJogo.TELA_SAIR)
                this.Exit();
            else if (TelasdoJogo.status == TelasdoJogo.TelaJogo.TELA_VOLTAR)
                telacredidos.Update(gameTime, mouse);
            else if (TelasdoJogo.status == TelasdoJogo.TelaJogo.TELA_INICIAR_JOGO)
                tela_incialjogo.Update(gameTime, mouse);


            // TODO: Add your update logic here

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.Black);

            spriteBatch.Begin();

            if (TelasdoJogo.status == TelasdoJogo.TelaJogo.TELA_MENU)
               tela_menu.Draw(gameTime, spriteBatch);
            else if (TelasdoJogo.status == TelasdoJogo.TelaJogo.TELA_INICIAR_JOGO)
                tela_incialjogo.Draw(gameTime, spriteBatch);
            else if (TelasdoJogo.status == TelasdoJogo.TelaJogo.TELA_CREDITOS)
                telacredidos.Draw(gameTime, spriteBatch);
            else if (TelasdoJogo.status == TelasdoJogo.TelaJogo.TELA_VOLTAR)
                tela_menu.Draw(gameTime, spriteBatch);
                 tela_menu.Update(gameTime, mouse);

            spriteBatch.End();




            // TODO: Add your drawing code here

            base.Draw(gameTime);
        }
    }
}
